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KaadNet

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A member registered Oct 24, 2015 · View creator page →

Creator of

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I mean how much stealth do you plan on having in the finished game? Or rather, how viable of a playstyle is it meant to be? If it's not going to be something consistently useful then it seems odd to have it in at all.

The game overall reminds me a lot of Oni for some reason. Like Oni if it were made into an FPS. That's a *very* good feeling to be giving me.

I found the first enemy type to be kind of odd, though. I assume they're going to be changed, but the amount of time they spend in their 'huh?' phase seems too long to me.

Very neat, even if only for one level (that I could tell, at least)!

I found the brightness by default to be too low, though it could be something with my monitor. And the sensitivity option didn't seem to do anything for me.

Thanks for playing! Yeah the balance is in a weird place right now - since I don't have a huge number of testers I'm kinda winging it with regards to balancing the enemies. Be forewarned - the highest 2 difficulty levels make the enemies move and animate faster, on top of doing more damage.

Yeah the map system is proving to be a massive headache for me at the moment.  It's a plugin that doesn't appear to be working anywhere near as well as it should be. I'm considering removing it entirely. :\

Pretty sure the terminal text cropping thing is a result of some formatting I set up improperly. I'll look into it - thanks for bringing it to my attention.

As for the resolution thing - yeah I don't know why it did that.

Thanks for playing!

Yeah - the number to the right of the slash is the number of magazines available - so any ammo not used in your current mag is wasted. Which I acknowledge is weird since the shotgun counts it by individual shells but changing it to be otherwise isn't simple and could potentially lead to more confusion.

Thanks for playing! Funnily enough with the shield thing - there IS in fact a mechanic where the Sal Skirmishers (the shield enemies) DO in fact take more damage from the sides and rear (and less from the front) it's just that because of financial constraints the sprites that show this have yet to be made/finished so it doesn't really show very well. But yes - it is (sort of) present.

Your comments on the pistol have given me the idea of the pistol being a weapon that gets gradually upgraded over the course of the game. Could be an interesting mechanic.

I don't know if I'd say the rifle is *worse*. The idea is that the pistol is supposed to be powerful, but unreliable if you end up missing or there are more enemies. The rifle and shotgun would thus be more consistent overall.

The big doors DO sort of have a tell for if there's something behind them - whether or not they have any text. But yeah I get that's way too subtle. Will probably end up adding bits to them soon.

The switching weapons thing is actually intentional. There's a small delay before you're allowed to switch weapons to keep players from juggling guns - and thus make the choice more of a commitment.

The pistol disappearing during reload is a known thing, yeah - the animations aren't done yet unfortunately.

The guardrail pixel infuriates me as well but unfortunately I'm not sure how to get rid of it since I don't know what's actually causing it. 

I assume you're talking about the pistol. Basically - I got complaints from the first demo that the pistol felt far too convenient relative to the other weapons. As a result people didn't feel a need to use anything else since the pistol has unlimited ammo AND is reasonably powerful.

The idea behind the change is that the pistol can be powerful and have (functionally) unlimited ammo (since it's an energy weapon anyway) - but it has to have some kind of drawback that makes it untenable to use all the time. I figure its current configuration makes it just inconsistent enough that the other weapons will become safer bets - and thus used more. 

The level select thing is a good point though, actually.

Firstly, thank you for playing!

The health regen thing is just to make sure that people don't die - since I don't have a pickup graphic for it quite yet. The shotgun thing was my bad - I set up an object with the graphic for the shotgun pickup without telling it to point to the shotgun.

In the next demo (coming hopefully this May) there will be difficulty levels and a whole new level.

The particular build mentioned in this post has yet to be released publicly. When I do - it'll be labelled as 'Alpha Demo 2' for clarity.

Firstly, thank you for playing!

The stunlocking thing I think is actually just a weird stroke of luck (or unluck) since each enemy has a set chance to play their pain animation. The idea is that the fist would work as a means of stunning enemies that get too close - buying you time to use another weapon. But since everything does more damage while firing faster (except the Damocles) it ends up being kind of redundant once you get the rifle or shotgun. 

The decorations are sort of a work in progress. I definitely agree there are too many areas with too little going on.

The regenerating health thing was actually a last-minute decision to make sure that people would be able to finish the demo. I agree that the Sal Guardsmen (the staff/spear guys) aren't threatening enough - but I also had to assume that there were at least some people who aren't good at/familiar with shooters playing the demo. Basically, I had to choose between accidentally making it too easy or too hard. Once I have health pack/healing terminal sprites it'll be removed.

The difficulty thing was my bad - the UI elements for it were present in the demo without it being properly implemented. The latest non-public build of the game has it working now, and enemies hit MUCH harder. It's still an open question as to whether or not I want the difficulty to affect enemy movement speed, though.

Oh, and for the record - I was watching the stream while you were playing it and Project Nortubel. I don't think you were too mean. It's better that the criticisms come at a time when I'm still able to change/fix things. Even then, I moreso got the impression that you wanted to like the game but kept being pulled out of it because of gameplay that wasn't asking enough of you as the player.

(2 edits)

I mean I won't say no to free labor. Also if you could please give access to [REDACTED] that'd be much appreciated.

Thank you for playing!

I guess I kinda see what you mean about the writing - at least in places.

I can't say much more - but the questions you're asking ARE intentional. Skimming through your video I don't think I saw you use the in-game map at all - so I should probably make it more clear that it exists.

Weird. I'll look into it. Thank you for letting me know.

Firstly, thank you for playing!

When you say that the settings menu didn't work - what do you mean, exactly? The way I have it set up you have to click 'apply changes' in order for the changes to take effect. Unless you mean to say that it didn't open at all. I don't know - Unreal is weird and I've had issues with that screen in particular.

Also, did you read any of the terminals? I've gotten into arguments with a friend over them over whether or not it's clear enough that they're interactable.